Tailoring

Important announcements from the KinslayerMUD Staff.
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Koradin
Site Admin
Posts: 859
Joined: Fri Jan 06, 2006 12:20 pm

Tailoring

Post by Koradin »

The Tailoring skill is now available!

Tailors for the Light have moved into shops in northern Tar Valon and Eastern Fal Dara.
A tailor for the Dark has moved into a shop on the western side of the Keep.

Tailoring will work much like Smithing with a few major differences. The ways to rent the workshop and deal with the tailor's apprentice are much like Smithing. Please review the Smithing announcement here: http://kinslayermud.org/forums/viewtopic.php?f=2&t=5648

Players must hold "a tailor's needle and scissors" to tailor. (For sale from the tailor inside the workshop)

Instead of smelting, players must PREPARE materials into squares before they can tailor them into equipment. Players can also prepare existing equipment that appears to have been made from materials, but this will yield less prepared squares than will trade goods. For example, trying to pick apart "a fur cloak, held by a silver brooch" will yield less prepared material than preparing "a large animal fur" skinned directly from an animal.

Players also need spools of thread for tailoring items. Different spools are required for different items, and they are all for sale from the tailor inside the workshop.

Where Smithing is for abs and weapons, Tailoring is for dodge and combo. Players should type "tailor" to see what materials and items their current level of Tailoring allows them to create.

Please note that combo is currently not available and players wishing to try Tailoring should ONLY attempt to tailor dodge equipment until I follow up on this post and let you know that combo is finished!

Here is a breakdown of how you can compare tailored items:

Dodge:
Condition: tattered < patched < scratchy < rough < comfortable < supple < plush < magnificent < luxurious
Material: skin < hide < cloth < linen < wool < silk < velvet < fur

Combo:
Condition: cracked < flimsy < scratched < mottled < thick < solid < hardened < gleaming < exquisite
Material: light leather < leather < quilted leather < padded leather < studded leather < chainmail < scale < brigandine

If you find any bugs or have any suggestions for Tailoring (and Skinning for that matter, as a lot of the gathering for Tailoring will come from skinning animals) please send me a forum mail.

Cheers!
Koradin
Koradin
Site Admin
Posts: 859
Joined: Fri Jan 06, 2006 12:20 pm

Re: Tailoring

Post by Koradin »

Preparing materials from existing equipment (not skinning materials or patches, rolls, and bolts of material from mobs) has been tweaked. Existing equipment will now yield more tailoring materials than it used to. I upped it because it used to be akin to smelting abs, but abs equipment is all heavier in general, so the equation wasn't yielding much on the tailoring side.
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